#Archipelago Randomizer
1 messages · Page 1 of 1 (latest)
yippee
myst are you currently working on anything with the mod or not? asking because i want to publish a new release
yea this as well, thats the apworld
dont know how important this part of the mod is for this discord but for completeness ill just post it
yello
It's the thread on the After Dark server I've been watching
I still extend my offer to do the spriting if there's any assets needed
i can replace the jimbo yapping with an ap sprite if you'd like lol
AP Jimbo
i can reuse my old code for doing that
oh, to explain what this is. This is a multigame randomizer, and balatro is being integrated
here's the description
This project is the cumulative effort of many talented people. Together, they have spent countless hours creating a huge repository of source code which has turned our crazy idea into a reality. ```
everything in the collection
you have no access to any of them, no planets, no jokers, no vouchers, no spectrals, and no tarots
you have to beat boss blinds up to x stake (ante only goes up to 8) and each deck to find said items
but, you aren't alone, you can play any other game with this by yourself or other people online, including balatro..there can be duplicate game
here's the main list of games https://archipelago.gg/games
(you actually can't play this by yourself)
yes ive tried to fix this (you're not dumb the unit tests also fail). The problem is that the settings are currently being stupid (and im also being stupid).
sry for ping i forgot
whatever with some weird configuration of the settings it works
(you're not dumb the unit tests also fail)
Are you really a programmer if the unit tests pass?
Is that even possible
I thought that was a myth
just rewrite the unit tests so they pass
so true
put a couple asserterrors() in there and you're set basically
If it compiles no need to touch the files I say
asserterrors()?
Sorry that's too high level for me
We log using print statements in this house
to our own detriment
i think assertError or assertException is something in Java(?), idk I've never written unittests myself
but yea log print is the way
you people log errors?
well you see the error is logged
all you need to do is raise the power to the exponent you logged it at
boom
log gone
ohhh
woah how did i not think of that
In all seriousness I hate everything and everyone that wrote the APWorld documentation
I still cannot for the life of me figure out how to write an APWorld
and I have been tearing my hair out because I want to write a more user-friendly version for the RPGMaker implementations
It does not help that I barely understand Python having used Ruby for most of my life
oh I've been looking at the other games and the documentation
and its very tough
my vscode looks like this, balatro on the left and like every other .apworld on the right
It's just so impenetrable
yea tbf it's a pretty complicated project
indeed
unfortunately it's very hard to understand why it works
I'm working on the RPGMaker VX Ace plugin, and I'm really fighting to make it as user friendly as possible
but the APWorld is the hardest link
what use is an extremely user-friendly integration plugin if the other half is still just as arcane
its also weird because of the item classifications
playing this is a nightmare by yourself lol
like i set jokers and tarot cards etc as useful but when they cant be placed in the world it says theres too many progression items
so useful = progression? why even have useful then
What the
does "too many progression items" mean
if the game has that many it has that many
what
like if theres too little locations for too many items
for example if you exclude every location in the world (which is technically possible) it will tell you it has no place to put items that are important to beat the game
I get that
I guess in terms of the logic, "useful" items still must be guaranteed to appear
which I think is dumb
It's diet progression
here's an idea
progression lite™️
i guess
...which is still progression in some sense, I don't
ing know
make a yaml option that let's you select what jokers are progression, useful, and filler
I have long stopped trying to understand Archipelago's design decisions
same with tarots, and vouchers
like separating NetworkSlots from NetworkPlayers
that does not sound fun
despite the same NetworkSlot always containing the same NetworkPlayer
...why not just unify them? What possible use is there for them being separate?
i mean the default would just make them all useful..but i'd like to set each joker individually
and then require the first few deck and 8 antes to give progression items
or at least the first deck and 8 antes
because rn it's impossible to play this alone unless you get incredibly lucky
i don't even know if AP can do that
but it wouldn't be extremely cringe i guess
like before this returns check if it was already specified by the user what classification it is
of course i'd need to rewrite it a bunch
also i think you can just set this in the yaml already
with progression balancing
the problem is..anything and everything that's not filler is considered useful..so i'm here beating ante 1 boss blind and getting magic trick
yea thats fair
at least make an option to pick what items are filler, it doesn't need to be complicated
i also havent implemented the logic that you need to beat stake 1 to get to stake 2
oh
how do you envision this in a yaml
one second
yea id have to mess with events for this (i think???)
if anybody else wants to do this be my guest
i am not at all familiar with apworlds sorgy
unfortunately i don't think you can skip stakes lol
ive actually never tested if beating a run at stake 1 will unlock stake 2
in the mod
here's how i would implement it
# Sets which legendary encounters can contribute to the Legendary Hunt goal.
#
# Latios will always be the roamer. Latias will always be at Southern Island.
#
# Possible values are:
# "Groudon"
# "Kyogre"
# "Rayquaza"
# "Latios"
# "Latias"
# "Regirock"
# "Registeel"
# "Regice"
# "Ho-Oh"
# "Lugia"
# "Deoxys"
# "Mew"
['Registeel', 'Ho-Oh', 'Latios', 'Rayquaza', 'Kyogre', 'Latias', 'Mew', 'Regice', 'Groudon', 'Deoxys', 'Lugia', 'Regirock']``` the example
filler_items:
Allows you to pick what Jokers, Tarots, Planets, and Spectrals you want to be filler.
['Joker', 'Pluto', 'The Fool', 'The Idol']
Whoa
ok that makes sense
mixing pools
well that isnt really a problem
the pools are already mixed
I meant mixing item types
like Jokers and Tarots into the same array
I know that's how it works
deep down it feels a little wrong
what game is this so i can look at the implementation there
i could give myself default oh also @median pendant when i got a strength from cratomancer, it unlocked it as soon as it spawned, not as soon as i used it
some shartemon game right
and that's pokemon emerald
hm weird
because it was the first one i can think of
some other games do that too, and technically starting items does it
just not the same way
well why hasn't he removed it smh
literally unplayable
you can spawn jokers and unlock them o the fly
and win instantly, some other stuff
hm where does it discover tarot cards
oh
ahhh just saw a huge oversight when adding consumables, the normal game code will still unlock them
simple fix
oh how do you unlock jokers and vouchers and such? i'm wondering if it's possible to use this same idea to add modded jokers and vouchers
well you receive an item id and name from the server, and then you look that id up in your own table and unlock it
so if you want to add mod jokers you also have to add them to the apworld
well i know theres some games that can read that information off the yaml and toss it into the apworld..cant remember which ones though
well balatro will not be one of those games until development is at a much later stage
i remember it's factorio! but yeah i could probably just make my own apworld..i really like betmma's voucher
yea i think its very possible actually but just hell to implement
ye no rush
Hey..yknow what would fix the items with too many progression items..adding shop items
Would also help early game
hm... idk how that would work .apworld wise
like one (or more) shopitem every ante
?
Could be yeah
Make it an option how many and they aren’t guaranteed..but if you didn’t get it last ante you can still get it the next
Basically it still counts up, so endless would actually be beneficial besides ante goal
yeaaa idk
that or it's a new slot kinda like a voucher slot
you can actually reload mods through steamodded by holding m, so long as you're not modifying lovely injected code
In that case you'd definitely want to use keys over names, different mods might have different objects with the same name
yea, right now i picked the item names for simplicity (and it works pretty well) but if mod item support was ever intended we'd have to migrate
which i dont really feel like doing
tbh maybe i just need to take a break from this mod after a playable version has been released
yeah it's what the game usually uses too, you're not at blame for that
it doesn't play nice with mods, unfortunately
yea the main reason i chose the "real" names is that it's more clear for the other players
for them it would say "you got j_joker for BalatroPlayer" instead of "you got Joker for BalatroPlayer"
there's probably a fix for that but i dont know it
In Balatro code, it's fairly easy and efficient to convert from key to name, but finding the object from its name takes O(n)
yea but i was talking server side
what my mod currently does is convert name -> key
is there a way to include both in the data sent?
also O(n)
of course but cringe cringe cringe
actually im not even sure
using key for finding the object would be O(1)
then just use the name for display?
if we're already taking O(n) space, O(n) time shouldn't be needed here
for that I'd need to convert the index of the item (number) into the right key
so I'd have to make a table for that
the big issue behind all of this is: i don't want to do it
because it's cringe to implement it at current stage where its not even clear if we're still gonna add items
so the discussion of having mod items is not really interesting to me
but yes, of course, everything is possible. you can somehow tell the apworld through the yaml that it will need to create new jokers for mods and it will somehow sync up to the game, but creating a usable implementation for that that won't make me or the potential players rip their hair out is far outside of my scope rn
I can bring knowlegde of Balatro code to the table, but I don't know shit about AP worlds unfortunately
yea, the thing is the AP server sends you an item object which has (among others) following properties: name and index.
wait actually no.. i might be wrong there
im right. but still, making it work with AP is awful
you actually could make a sophisticated system with it by sending the game a json telling it which mod item ids belong to which item, but yea one small typo in the yaml can mess this all up
might have to check the factorio implementation for it (i wont)
but yea, im not the one who will implement mod support, i can say that much
too early for modded support anyway
Yeah probably not till it's PR or close to it
ok so i thought for the shop items:
for each ante there will be a number of items (5-15) that can appear in the shop.
probably have to add AP Item as a gameobject through steamodded
but idk what the best approach here would be, add them as consumables or make an entirely new class of item that can appear in the shop
a new object probably
guaranteed to appear in shop until it's bought x times per ante?
well yes, but how do you tell the game to just place a new class of item in the shop
just add it lol
actual answer
omg
you can make a lovely patch to patch the Game:update_shop function
real answer
hi aure
hi
ye the thing is there it creates an anonymous function which i can't overwrite
like in the event
you can use lovely to directly modify the code
le sigh
aure can you guide them i gotta go
can't rn
yea i think i won't do a patch anyways, there is another way
but there's a good bunch of examples in steamodded files
yeah the .toml files are lovely patch files
ok then I'll find another way
I don't think there is one, at least not cleanly
most patches are pretty much "take a certain line, add something before or after it or replace it"
but sometimes you can't get around regex
hm maybe ill have to look into that then
i could still just add it as a consumable
that would save me so much trouble
i think a voucher is better since that'd be instant use
true
and when you get it you can have the funny
Myst's Post-Skeletron
Redeemed!
is there an easy way to unregister a voucher again?
unsure, but could look at https://discord.com/channels/1116389027176787968/1248431147784863840
even managed to get it to appear in a shop now..
currently writing the worst code known to man
seems to work surprisingly
still lots of testing to do tho
pog
i don't even wanna tell you how i avoided doing patches
oh don't worry i suffered a lot before lovely was a thing
yea at least the steamodded API helped a lot with creating the voucher
even though the example here kinda confused me
https://github.com/Steamopollys/Steamodded/wiki/Creating-new-game-objects#example-1
because in the loop voucher mod they do it a different way
that's 0.9.8 docs
or is that just two different ways calling the constructor in lua?
that's the 0.9.8 guide
that makes sense
the 1.0 guide is in the numbered pages
I am interested but unsure what I am looking at. So it's like N games, N players played together at the same time, and somehow need to cooperate between different games?
oh yea, have you ever played a randomizer before?
usually its in games like zelda where you have a bunch of items in chests, but a randomizer makes it so the items are shuffled among each other
and you have to figure out a way to beat the game
with Archipelago its that you can have N amount of games and the items are shuffled even between the games, so if you beat ante 1 in balatro a different player (whos playing zelda for example) gets the sword
Sounds crazy hard
well the shuffling logic is all already there, this mod is really just making a "connection" between the server (that takes care of sending items and you receiving items) and the game
so yea it's not as hard as you first think but it still takes a lot of work
I understand it now, thanks for the explanation!
yea its kinda hard to see the appeal of it if you've never seen someone play it or played a randomizer yourself but it's basically playing games you're very familiar with in a completely new way
yea when i first heard of archipelago i was confused as hell
you'll understand if you get into a game tho
Sounds fun actually
AP Items in shop!
https://github.com/BurndiL/BalatroAP/releases/tag/v0.0.4
pog ill check this out soon
somebody mentioned they were willing to do sprites for this game, i think this would be the first case where it would be cool, i dont remember, was it you Myst?
that was Egg
Egg was that
Was that egg
Egg that was
lmaoo
I think I did do some vouchers in the After Dark thread
let me go dig them up
.
Holeee
hell yeah
Will it be redeemable after claiming both tiers
its redeemable if you have 4 dollar
and theres no second tier, it just appears in the shop as long as you still have AP items to collect
its completely separate from the voucher logic
I don't see Balatro in supported games (on archipelago.gg) is it becuz this is still alpha
yea, it will never be on the website because its 18+ lol
there are actually like 100 more games than are on the website
hold on theres a spreadsheet
and heres the 18+ spreadsheet lol:https://docs.google.com/spreadsheets/d/1XsP7CnfJZ_Ax79EiN7l-EOA_iEzi1p2eg9goyeSymU0/edit?usp=sharing
Google Docs
The Great List
Game Name,Developer,State,AP Version,APWorld Version,Notes,Download URL
ULTRAKILL,TRPG#8501,Released,0.4.1,1.1.3,Com
Borderlands 2,Axxroy,In Development,0.4.3
Resident Evil 2 Remake,Fuzzy,Beta,0.4.3,0.2.0,with support for all campaigns and hardcore diff, no longer an alpha,apworld...
Balatro isn't marked as 18+ on the main spreadsheet tho
iirc
did it get moved recently?
was it ever on the main spreadsheet?
Wait 18+ ?
the pegi rating system is stupid
Funking stupid
hecking awful even
So is this playable at the moment? Just follow the install guide and it's good to go?
I suppose one cannot add mods other then this one
(Sorry for asking all this)
not any mods that add items, but quality of life mod (like more speeds) are fine
but id wait like 20 minutes, im currently updating the release
ok now i updated the latest release
ok so normally i would load a json.luafile by simple writing json = require(G.AP.this_mod.path .. "json"), at least a few weeks ago. But now this doesn't work anymore, i was asked to use NFS.load() instead of require, but the line json = NFS.load(G.AP.this_mod.path .. "json") doesn't give a value back. How would i migrate this to the newer version
NFS.load doesn't behave like require in that it returns a function
json = NFS.load(G.AP.this_mod.path .. "json.lua")()
ohhh
ok so just call the function then it will return it
thats interesting
thanks for the help
np
NFS.loadalways returns a nil value, so theres no function
and i put int he exact same path i did when i used require
did you include the .lua file extension?
require doesn't need it, but NFS.load does iirc
oh wow, well ill try that
now it works finally, thanks a lot. dll files still have to be loaded with require tho
yeah that's something else entirely
the filesystem restrictions don't matter for these
ok so that won't change in the future?
👍
yippeh
Tried it out and it's actually very awesome, although it wish you could actually tell what item youve sent to other worlds + i wish the AP ticket said what item it would give upon purchase (similar to how black market in sonic adventure 2 AP has it)
making AP items appear as anything other than vouchers is probably not in the plans but i drew a tarot for it
Lol that looks awesome
Ill look into this, its definitely possible
finished the other two consumables
that looks so good
- icon for AP unlock (instead of trophy)
Oh yea the trophy is scuffed lol
Its the icon for when u get an achievement
But these are goated
while i was doing the specrtal one i realized that the fool would break AP item if it were made into a tarot so oof 💀
and planet too
💀
maybe it could be made so they dont count for fool but yeah 💀
the Perkeo in question:
i wonder how archipelago reacts to the same item being redeemed a second time
maybe if it doesnt break you could just leave it as is
ok i just remembered that the basegame already deals with perkeo in a simple way
it locks black hole and soul into booster packs
so if they dont change the fool's last card and are locked into boosters they should work w/o absolutely destroying the game
oh idk if i was gonna make tarot/planet/spectral as AP items anyways, i thought the icons are made for when you unlock one of those cards
it's good to have the art just in case
but its kinda sad because you put the effort into making these cute cards
I think they could make a good sanity option similar to how sonic adventure 2 has a bunch of locations that can be toggled (like chao key crates, golden beetles, animals, whistle pipes, chao leveling, etc) (can you tell sa2 is the only other ap game I play)
yea tru, ill have to think about it a bit but i feel like it shouldn't be that different from how i implemented the voucher AP Items
but you have to be really crazy to set those to true as well
also the fool shouldnt break anything, the current game logic just takes the latest unchecked shop item and checks that
thats how i get to have one voucher that can potentially unlock every shop item and not have one game object for each shop check
fool/perkeo could allow getting more cards than there are items in the pool but maybe it could be dealt with by making it so if you try to use an ap card and the pool is empty it'll
or something like that
yea if theres no unchecked items in the pool anymore it just wont do anything
but yea idk when or if ill implement that
its one of those niche features
still very excited to have this mod exist at all, if there are any graphical assets the mod actually needs drawn, let me know
Archipelago Balatro wooooooooo
on topic of actual features, i wish the "not connected" and "connected to [server]" text didnt persist into the actual gameplay
Yea i can do that
anybody know how i can change the icon for the unlock notifications? what do i set _atlas in create_UIBox_notify_alert to so it looks for the SMODS atlas thingy?
currently trying to figure out that, but in worst case scenario AP mod can just override the basegame icon atlas with a modified version that adds the AP icon
^ after overriding the icon atlas the only code edit that would be required is changing {x = 3, y = 0} to point at whatever part of the icon atlas the AP logo would be added to
yea i think that should be possible, i just dont really know how the entire logic with the atlas and icons works at all
ok i figured out the thing + made the popup show the unlocks consumables/boosters
(already dm'd the code but saying that i want the code included in the mod here bcos server rules)
updated iconto match the actual logo more (being all desaturated like that)
and on topic of actual features i think being able to disable certain stakes would be cool (like having an option to toggle whether a stake is unlocked or skipped, so you could for example have stake count = 4 where the stakes are white, black, orange and gold)
i mean i can try but im not too confident about it
vanilla stakes are not even close to supporting this, but it shouldn't require too much effort to make it work due to the steamodded stake API we have
is there any documentation on the stake API
just the code itself for now, no docs were provided when it was first made
new release, including a bunch of stake features
aw i've just finished an async for the day
figuring out the stakes (and the rest of the game by extension) was really fun
the new release is definitely incompatible with older worlds
testing would be appreciated because yeah
a very big update with a lot of features
another release
-
added new goal (unique wins: win with # unique combinations of deck and stake)
-
added notifications for AP bonuses and traps (with custom art)
-
added a lot of description texts for AP stuff (mostly lock messages, it's not just "AP item" anymore)
-
russian localization
-
german localization
-
started work on challenges (although they're unplayable in the current version)
-
AP items are now picked randomly and get rerolled if you don't buy them until the end of the ante (buying them also rerolls and restocks them next shop)
-
modded items no longer appear in AP profile
-
fixed some debuffed jokers having effects when they shouldnt
-
fixes and improvements to APworld generation
-
fix seed money and money tree not working properly with AP bonus interest
-
legendary jokers and the soul now animate on the unlock notification
-
the mod has been split into multiple files
-
proper localization file support
-
apworld code refactored
yaey
- galdur support
(we had to do some bugfixes so i threw that in as a bonus)
i was about to ask whether having the "(in alpha)" still makes sense lol
right on time
although why the slash
its "archipelago randomizer", not "archipelago or randomizer" but yeah
Archipelago Randomizer
win
nah, i'd win
currently working on ui
will probably rewrite this screen later down the line
compact version you get from the profile button
the connect button just goes into the archipelago profile
also what you see when you look in the config when already connected
imagine the day where you can add modded items.. that would be fun
maybe soon
current config screen (that will be in the next release) has remove (completely eject from the game), lock (lets them load but locks them) and unlock(modded items are in and unlocked from the start)
modded items as a part of the ap pool are technically possible but that'll require a bunch of work
and currently archipelago doesnt cover the entirety of base game (challenges are still wip) so probably early for mod support
Been having a great time with this mod so far, but I can't seem to figure out why the game keeps crashing on beating ante 8 when on the Beat Ante goal
it seems like you're on an outdated version of the mod
the up to date version is 0.1.8 (idk why the one you have says 0.5.0, bcos that version number aplies to archipelago as a framework, not archipelago as the balatro mod)
its unrelated to beat ante goal and has something to do with stakes and the conflicting implementation between the old balatro AP and new steamodded
balatro AP 0.1.8 is the hotfix version that should resolve this conflict
Ah the 0.5.0 was a manual change before understanding what the version requirements were pointing to
Never changed that back xD
I'll try this, thank you
Yo, since this isn't an alpha anymore apparently, should it be changed on this spreadsheet? https://docs.google.com/spreadsheets/d/1733DtKxylcSmCxn216rOVkJNS-aezFu8nURRw86CjKc/edit?gid=58422002#gid=58422002
it is still alpha I think
doesn't really matter tbh, it's still not polished right now (spad is doing their best to change that) so I would say it fits best in alpha
i'd say it's more of a beta version than an alpha, but it's just semantics
at the end of the day its still in active development
Help, what's broken
My yaml for reference
(I'm on 0.1.8, if that changes anything)
try updating ap
I'm on 0.4.6 and the yaml says that's the minimum...
Nothing to lose, I suppose
Yep, that worked, soooooo the minimal version in the yaml is a lie lmao
🥀
the minimum should be 0.5.0 lol
might have to change that
maybe you have some outdated yaml
because the newest yaml has 0.5.0 set as min versoin
ye the one packaged with the newest release has 0.5.0 set i just double checked on github
posting this here too
adding in-game hints
current branch only has them on card entities but they'll also be on decks and galdur stakes
But the one generated by your apworld (which is the one I use as a reference, like, always) generates as 0.4.6
Also, here's something I've noticed; your logic makes the game exceedingly hard by making assumptions that are straight up wrong, so I think some more "restrictions" have to be added (I'll explain with pics)
Universal Tracker tells me your logic says I could buy things at Red Stake, but I'm using vanilla unlocks, so before beating any deck there's no way I'm getting to the Red Stake shop, and your logic correctly reflects that I'm not supposed to beat any deck yet
This is further examplified by the playthrough generated with this seed, which basically says "hey after beating Checkered Ante 1 you should have access to Red Stake", which is, uh, not true at all
Though, to balance this, I gotta say, I think the concept is awesome and fun is definitely there
It's just madly difficult and, well, the logic is straight up wrong about what's doable in terms of stake shops
why couldnt you reach red stake
i see no problem with the logic here
the requirements to beat ante 8 on white stake are met
and if you do that you get access to red stake
what item is missing for red stake in your opinion?
the logic is programmed in a way that if you can beat ante 8 on the previous stake (which requires 2 joker bundles or smth like that) the next stake is unlocked
and the playthrough just tells you what inlogic items you need for this
Red Stake is in logic while "Ante 3" is the furthest check in logic
If I begin a run and plug Universal Tracker into it, White Stake Boss 1 to 3 for the unlocked deck are in logic, and all stakes' shops
So unless UT is plain wrong, I think there's something that doesn't work in your logic's code
Also, check spheres 3 and 6: at sphere 3, I can beat Checkered Deck White Stake Ante 1. I can only beat that same deck+stake's combo Ante 5 in sphere 6. How, then, could I have accessed Red Stake shop before that?
ye i see the mistake in my code, I simply forgot to add logic to the shop items there
well thanks for reporting this
happens when you have 3 different modes of unlocking stakes, you tend to forget one for a specific region
That's entirely fair!
Glad I could help find that, it felt difficult but not exactly in a fair way, so this explains that, clearly
GitHub
Don't forget to update your Lovely and your Steamodded installation before installing this version!
As with the latest few releases, a huge thank you goes out to @SpaD-Overolls, they took over ...
new release, doesnt include all of the features that were going to be in it but its still a pretty notable one
new version's template yaml require lowest version of Archipelago as 0.5.1, but that version doesn't seem to be public
trying to change the requirement to 0.5.0 makes the generation to fail, don't remember what the errors are
@median pendant strange apworld issue
Lol.. well you can just change the "0.5.1" to "0.5.0" in the yaml
I run on the newest archipelago version so it autofills it... might have to find a way to change that
Ill update the release yaml soon to make it compatible with 0.5.0
wait i just read the second part of the message
um... it used to work on 0.5.0
ill test
yeah, I guessed so, but since my group and I can't find Archipelago 0.5.1, I tried something 
ye 0.5.1 is running the newest branch on github from source with python, but i dont want anybody to go through the pain of doing this obviously
ah ! I see
i see the error, its really cringe
i should probably update the apworld for this
ok the issue is actually in the yaml lol
ok so all you have to do is to go in the launcher and click on "generate template options" to get a valid one
or just use this yaml (they should be identical)
sorry, you'll have to put in the options again
no problems !
but copy paste is probably possible
thanks a lot !
ok it generates for me
also updated the yaml in the release, i think most people will play on 0.5.0
it seems that "tarot_bundle" and "spectral_bundle" parameters are mixed up
tarot_bundle:
# Instead of making every tarot card an individual item, you have the option to put them all in one bundle,
# that gets placed in the world.
# There is also the possibility to make custom bundles (not recommended).
individual: 50
one_bundle: 0
custom_bundles: 0
planet_bundle:
# Instead of making every planet card an individual item, you have the option to put them all in one bundle,
# that gets placed in the world.
# There is also the possibility to make custom bundles (not recommended).
individual: 50
one_bundle: 0
custom_bundles: 0
spectral_bundle:
# Instead of making every spectral card an individual item, you have the option to put them all in one bundle,
# that gets placed in the world.
# There is also the possibility to make custom bundles (not recommended).
individual: 50
one_bundle: 0
custom_bundles: 0
this resulted in planets being individual but spectrals and tarots were both using a single bundle each
also had the game crash from hovering AP item vouchers after buying the 1st one
do you have the logs
they should be at Mods/lovely/logs
let me see if I can recover them
yeah, can't find them anymore, forgot to save them before deleteting mod folder to go back to a vanilla Balatro
you don't have to delete the mod folder to go back to vanilla, just renaming version.dll should do the trick
Weird i thought i fixed that already. Really busy rn because of personal stuff but maybe ill look into it soon

I made a script to generate a backup of vanilla and overwrite it with a modded version and another one to wipe that folder and recreate it from the backup
that's why it gets deleted but will try with just the dll

very late on this but did the item that crash the game send a hint to the server?
someone else reported the same issue and looking at their logs didn't provide us with any info because it's a stack overflow, so rn trying to gather any other info on this
yeah, it did
when hovering it, the server gets the hint, the UI display the box and starts to display the text
then the game close

just remembered about it, but when the game did that at some point, I also lost the stake I already finished
errrr
there were a lot of them
I mean the one that was sent to the server before the crash
there were Doom items, Zelda items, Pokemon items and also Balatro items
it did to all of them after the 1st, so 29 voucher
since we gave up trying to do them all after the 5th crash, there was something like "Box of Shotguns", "PP Up" or "Red Deck"
we first thought it was a character size limit, since the 1st crash was on a doom map which has a huge name
but this happening to Balatro items too, that's probably not it
it seems like sending the hints is what breaks it
without looking the code, our best guest was that getting the 1st voucher doesn't fully update everything and fails when accessing datas of the next ones
also, all hints were correct
correct player, item and check name
to me it seems like it's specifically the hint sending part that's failing
Not sure why though
the issue should be avoidable by disabling item names in the config
I'll try investigating the issue later
okay
next time I'll re-do a similar run should be this weekend, so will try then
on a different topic, is it possible to force a specific joker to be unlocked from start (even though Joker Bundles are enabled) ?
not sure about compatibility with bundles but you should be able to just put the joker name into starting inventory
I tried putting it in "start_inventory", but the generation fails
idk if it's the bundles but make sure the joker name is inputted correctly
yeah, it's the right name
guess it just doesn't work with bundles then
@median pendant starting inventory and bundles seem to be incompatible
should probably check that
if needed, that's the yaml I tried to generate with
is start inventory supposed to be {}?
honestly ive never done anything with start inventory, forgot that existed
its supposed to be []
both this and the template have start inventory as {}
template has it as {}
what the fuck
at least the one attached to the release
oh hm, then its right i guess
I don't remember if I tried with [], but it did look odd
oh wait you're using joker bundles?
yeah
objective is to use bundle but have Showman unlocked to have repeat of the few jokers unlocked with a single bundle
yea
can you try it (just for testing) to turn off joker bundles and generate again
I can't right now, but will do when I get home which will be in about 7 hours
oh well then ill just do it
ok this is the correct syntax
didn't know this either, interesting I guess
the 1 is for the amount of times you wanna have this item, so you could do like permanent_hand_upgrade: 5if you'd want to
(item name made up in this case)
strange, I don't remember it being like that

does it work with bundles then ?
Yup

during my previous run with disabling the item name in config, I got a game crash from hovering a The Fool while my previous tarot card used was an Archipelago Tarot
I still had 4 Archipelago Tarot available
here is the log file
oh yeah !
forgot about it last time but there seems to be a few issue with stakes :
Black Stake doesn't have Green Stake scaling but has Orange Stake perishable stickers.
it feels like it considers Black Stake to be with White, Red and Orange instead of White, Red and Green
will look into it
the stakes not working is strange bcos the way it works should keep the actual modifiers
like why would that even be the case, it shouldn't call loc_vars to begin with
the fool crashing is like 1 line fix there but like WHY
@spiral ginkgo atm not home so I'm unable to test changes rn but this should fix the fool issue + I removed some code related to hints that could've been problematic, so you can try to check what happens with names on
as for the stakes I haven't even looked into that yet but will when I get to my computer
I'll probably get home before you (in a few hours) so I'll do the testing myself
it seems im unable to reproduce the item name crash
someone else tested this and it worked
this required removing my system of checking for duplicate hint calls, but tbh i shouldnt have even placed that system there because thats an issue for ap client lua team to fix, not us
which they did
everyone will have to update their AP client lib with the upcoming update
needa remind myself to do this when i have time
I still need to fix up the current version, I should have enough time today
just spent about 30 minutes trying to connect to a server at the beginning of a multiworld
everything was okay on both side, even already played multiple time connected to the same server and even did so the previous day
joined are all the logs from that moment
I still haven't managed to connect and decided to stop
@median pendant you know anythin about Socket error: TLS handshake failed?
hm i get that when i connect to a server running on my pc, but it usually resolves itself after a few seconds
I always have that issue, be a friend's server or a local server
it usually takes between 5 and 10 minutes to finally connect
however, if I already have items unlocked (for example after a crash mid-run), the connection succeed instantly
thats weird....
because when you connect to a archipelago.gg server it connects instantly
maybe its a plugin issue, i doubt that balatro or our code has anything to do with that, the code just calls the API methods to connect and stuff
I'm only using what's asked for in the git
yea
do you have the recent version there? honestly just grasping for straws here because no idea
yeah, 0.1.9b
also had the issue in 0.1.8 and 0.1.9
ok so I tested some of the bugs and spad told me what to change, stakes crashes and debuff not working should be fixed in this, will soon also be on github probably
just a question, does this work with other mods? or just vanilla
If you try to add content it most likely will break the thing, QoL like Score Preview and the speed mod and that sorta thing do work
(I've tested Dimserene's Vanilla+ pack and it seemed all good)
there's an option to allow modded content to spawn but that's as far as we plan going with mod support for now
we're considering adding proper mod support (as in making the modded items a part of the archipelago) but the earliest we're doing anything with that is after the 2025 update
absolutely fair, it sounds like a lot of work
is this up to date? i am lazy to join the after dark archipelago server
actually i don't wanna wait for a response either so lmao
It just updated to better-calc today.
Like an hour before your comment.
it's on better calc now and the major issues have been ironed out

minor issues were found so a hotfix is on the way
Hey, so I just updated to v0.1.9d. Is the option reset/delete your archipelago profile supposed to be grayed out?
Everything else seems to work fine
yes because the game now automatically deletes that profile
everything AP needs is stored on the server
oh yea, maybe we should mention it here as well, this thread is kinda dead and the main thread moved from the Archipelago After Dark discord server to the main Archipelago discord because of the new PEGI rating.
